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Posted
On 3/23/2022 at 8:02 AM, vaultbait said:

 

Its a very long-standing LooksMenu BodyGen bug. You can remove BodyGen configuration for All|Female|HumanRace or add your own Data\F4SE\Plugins\F4EE\BodyGen\Devious Devices.esm\morphs.ini with an entry for Devious Devices.esm|29af85 to a zero sliders template.

Can someone explain in simpler terms what needs to be done here. I also have the disappearing strange body bug.

Posted
2 hours ago, KalBreen said:

Can someone explain in simpler terms what needs to be done here. I also have the disappearing strange body bug.

 

Install the attached mod, it's a copy of the BodyGen config I use to work around the problem. It basically tells BodyGen to not randomly morph that one specific corpse, since trying to do that almost invariably results in an invisible body with floating head/hands. Note that it won't fix any other corpses in the game that display the problem, just that one DD puts in the middle of the road.

 

Also, if you've already encountered the corpse on a playthrough, the problem morphs are baked into your save. You'll only see this work on a new playthrough or starting from a save which did not have DD RC8 installed. (It may be possible to solve for an existing save by calling a specific BodyGen script function from the console, but you asked for only simple solutions).

DD Corpse BodyGen Fix.7z

Posted
49 minutes ago, vaultbait said:

 

Install the attached mod, it's a copy of the BodyGen config I use to work around the problem. It basically tells BodyGen to not randomly morph that one specific corpse, since trying to do that almost invariably results in an invisible body with floating head/hands. Note that it won't fix any other corpses in the game that display the problem, just that one DD puts in the middle of the road.

 

Also, if you've already encountered the corpse on a playthrough, the problem morphs are baked into your save. You'll only see this work on a new playthrough or starting from a save which did not have DD RC8 installed. (It may be possible to solve for an existing save by calling a specific BodyGen script function from the console, but you asked for only simple solutions).

DD Corpse BodyGen Fix.7z 361 B · 1 download

Thanks heaps. Fixing 1 body is better than none. Plus I've already started a new playthrough.

Posted
1 hour ago, KalBreen said:

Thanks heaps. Fixing 1 body is better than none. Plus I've already started a new playthrough.

 

The same can be done for every corpse in the game, but it's a daunting task. I've done it for the various ones that annoy me too often, but there are hundreds of forms to override just in the base game and DLCs, not to mention corpses added by mods like DD.

 

Supposedly, Random Overlay Framework includes a different solution to the problem, but so far it hasn't worked consistently for me. Ultimately, though, it's a bug in or triggered by LooksMenu.

Posted
47 minutes ago, vaultbait said:

 

The same can be done for every corpse in the game, but it's a daunting task. I've done it for the various ones that annoy me too often, but there are hundreds of forms to override just in the base game and DLCs, not to mention corpses added by mods like DD.

 

Supposedly, Random Overlay Framework includes a different solution to the problem, but so far it hasn't worked consistently for me. Ultimately, though, it's a bug in or triggered by LooksMenu.

I think they are all called lootCorps something in editor, so maybe we can make a list (for the persistant ones at least). Can you share the one you already made ?

Posted
1 hour ago, lee3310 said:

I think they are all called lootCorps something in editor, so maybe we can make a list (for the persistant ones at least). Can you share the one you already made ?

 

Most of them are referred to as loot corpses in their IDs, but not all, and it's definitely not consistent for corpses added by mods. But as I said, even just for the ones explicitly labelled as a loot corpse, there are hundreds.

 

Here are the ones I've been overriding because they're in the vicinity of mods I've been making/playtesting and have resulted in an invisible body at least once for me, but they're just the tip of the iceberg as far as loot corpse form IDs in the game go:

 

Fallout4.esm|3183a
Fallout4.esm|668d5
Fallout4.esm|83ad2
Fallout4.esm|97335
Fallout4.esm|a0e30
Fallout4.esm|a0e31
Fallout4.esm|a0e3a
Fallout4.esm|a0e3b
Fallout4.esm|d39e9
Fallout4.esm|d39ea
Fallout4.esm|d39eb
Fallout4.esm|d39ec
Fallout4.esm|184ab1
raider children.esp|c6ec
raider children.esp|c6f3

 

Posted (edited)
17 minutes ago, vaultbait said:

 

Most of them are referred to as loot corpses in their IDs, but not all, and it's definitely not consistent for corpses added by mods. But as I said, even just for the ones explicitly labelled as a loot corpse, there are hundreds.

 

Here are the ones I've been overriding because they're in the vicinity of mods I've been making/playtesting and have resulted in an invisible body at least once for me, but they're just the tip of the iceberg as far as loot corpse form IDs in the game go:

 

Fallout4.esm|3183a
Fallout4.esm|668d5
Fallout4.esm|83ad2
Fallout4.esm|97335
Fallout4.esm|a0e30
Fallout4.esm|a0e31
Fallout4.esm|a0e3a
Fallout4.esm|a0e3b
Fallout4.esm|d39e9
Fallout4.esm|d39ea
Fallout4.esm|d39eb
Fallout4.esm|d39ec
Fallout4.esm|184ab1
raider children.esp|c6ec
raider children.esp|c6f3

 

Thanks. I just remembered that bodygen handles templates: If you apply a default morph to "Loot_CorpseRaiderMale01" for exemple (used by 127 ref) all of them should share the same (even leveled list logically).

Edited by lee3310
Posted
14 minutes ago, lee3310 said:

Thanks. I just remembered that bodygen handles templates: If you apply a default morph to "Loot_CorpseRaiderMale01" for exemple (used by 127 ref) all of them should share the same (even leveled list logically).

 

Yes, when I said "hundreds" though, I was talking about the form IDs not the individual reference IDs. While a vast number of the loot corpses in the game descend from a fairly small number of forms, there is a long tail of unique loot corpses too with individual forms for each ref, unfortunately.

Posted
On 3/15/2023 at 12:48 AM, vaultbait said:

 

 

 

Damn! I'm such a lucky guy!
I was just about wading through the 197 pages of posts here just to find the one with the RC8 patch, starting from the end of the thread!

And here it is: The first post I see! :D

Thank you!
 

Posted

It happens from time to time that the device is optically removed, but then the message that the device must be removed still appears. As I understand it, workaround is to reattach the same device and then remove it again.


Rad Morphing Redux has a nice feature that allows to display all installed clothes and gadgets. Is this display reliable regarding DD or are there still "hidden" installations?

 

My point is that I like to sell or throw away devices that I have removed. It would be stupid if I needed this again. A reliable control, for example via RMR, would be helpful.

Posted
1 hour ago, deathmorph said:

It happens from time to time that the device is optically removed, but then the message that the device must be removed still appears. As I understand it, workaround is to reattach the same device and then remove it again.


Rad Morphing Redux has a nice feature that allows to display all installed clothes and gadgets. Is this display reliable regarding DD or are there still "hidden" installations?

 

My point is that I like to sell or throw away devices that I have removed. It would be stupid if I needed this again. A reliable control, for example via RMR, would be helpful.

 

In at least some cases, the armor items are no longer "equipped" as far as the game is concerned, and the lingering effects are things added by scripts that didn't get undone/cleaned up. For those, the list of equipped items in RMR's MCM won't show anything interesting because it only looks at what items the game says are equipped.

Posted
7 minutes ago, Anonym0us2DF1CD said:

More of a general fo4edit problem, but fo4edit no longer works for me. I can't edit or add anything. How do I fix this?

 

You're far more likely to get good help troubleshooting FO4Edit if you ask in its discussion forum rather than here.

Posted
On 1/12/2023 at 10:24 AM, Elsidia said:

I forgot write that previous link contain DD RC8 catsuit update and many fixes with it. Some fixes not like, so you can decide not to do it. all changes is write into this post.

so if you prefer use clean RC8 then follow orders:

 

1) Download and run xedit: https://www.nexusmods.com/fallout4/mods/2737/

I don't know how to work with CK, so it's up to you

2) found in deviousdevices keyword DD_kw_ItemType_LegCuffs [KYWD:XX011970] and copy it in memory ctrl+c:

  Reveal hidden contents

image.png.e63c2cfd09f44ad953800952c99694c9.png

3) now found Wasteland Slave Leg Cuffs (Connected) in armor part - need rendered device DD_Legcuffs_Slave_Hobble_Rendered [ARMO:XX2BE0ED] and press on  KWDA right mouse button - Add. Will show null bold line. After you confirm you know what you do:

  Reveal hidden contents

image.png.87f09c32b3ec524433295d325766ecbc.png

4) now need press right mouse button on bold line and select edit, paste copied keyword here and press ok:

  Reveal hidden contents

image.png.e2a6a397abf951a162d9dfc5ba99baa1.png

5) Result must look like this (note that first two number 08 is DD mod load order, so you there have other numbers:

  Reveal hidden contents

image.png.5c4743e5792ccd738786fbfed13dda8c.png

 

6) then close xedit and save changes (Fallout 4 must be closed or save failed and all changes reverted).

Come to think of it, this should just be in the mod normally. Idk why it isn't, it'd make it way easier than having to fix manually

Posted
2 minutes ago, Anonym0us2DF1CD said:

Come to think of it, this should just be in the mod normally. Idk why it isn't, it'd make it way easier than having to fix manually

 

That's the plan, but the community contributors who have been trying to get DD fixed up don't have access to update the official version of the mod, so have been collecting fixes/patches in this discussion topic and periodically rolling them up into a proposed release candidate for a new official DD version with hopes the original mod author will eventually agree. It seems like the catsuit fixes are likely to end up in the next rollup when someone puts one together to replace RC8.

Posted
1 hour ago, Anonym0us2DF1CD said:

Idk why it isn't, it'd make it way easier than having to fix manually

It's fixed in catsuit version addon.

https://www.loverslab.com/topic/73925-devious-devices/?do=findComment&comment=3953007

As about other progress at leas ti fix all knowable and my made new DD equip bugs and ready to push beta version. This was hard work and also ther eis so many script update, so i not sure that it will work smooth in non test environment.  But first i push it i need found time to complete something more (some fixes, some new updates)

 

Posted
1 hour ago, vaultbait said:

to end up in the next rollup when someone puts one together to replace RC8.

I almost are in finish line to made big update and this will be as full mod, but still need found a time as big problems now it ended. But still not sure (engine works good with my PC, but hard script coded. If something gone wrong it will end with bugs) Equip engine is the old, but very reworked and fixed all bugs - my and old mod, what i found. But still not sure that all will work smooth.

What left:

1) remove all degug lines from script

2) made all leveled lists for RC8 restraints

3) possibly - rework non restraint dress

4) possibly - add new items from DD inside meshes.

 

About restraints filters. Still not sure that it is good idea push it into DD mod as it need do other mods, not framework.

Posted
52 minutes ago, Hetzerfeind said:

Is there any patch that gets rid of the AWKCR requirement?

 

Yes, if you uninstall 2.0 and install RC8 it doesn't need AWKCR.

Posted
27 minutes ago, Fawk said:

Dumb question. How does one obtain the item Id for the vaulttec collar? 

help vault-tec 4 armo

 

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